Index: third_party/webgl/sdk/tests/conformance/glsl/misc/re-compile-re-link.html |
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--- third_party/webgl/sdk/tests/conformance/glsl/misc/re-compile-re-link.html (revision 0) |
+++ third_party/webgl/sdk/tests/conformance/glsl/misc/re-compile-re-link.html (revision 0) |
@@ -0,0 +1,173 @@ |
+<!-- |
+ |
+/* |
+** Copyright (c) 2012 The Khronos Group Inc. |
+** |
+** Permission is hereby granted, free of charge, to any person obtaining a |
+** copy of this software and/or associated documentation files (the |
+** "Materials"), to deal in the Materials without restriction, including |
+** without limitation the rights to use, copy, modify, merge, publish, |
+** distribute, sublicense, and/or sell copies of the Materials, and to |
+** permit persons to whom the Materials are furnished to do so, subject to |
+** the following conditions: |
+** |
+** The above copyright notice and this permission notice shall be included |
+** in all copies or substantial portions of the Materials. |
+** |
+** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, |
+** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF |
+** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. |
+** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY |
+** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, |
+** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE |
+** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. |
+*/ |
+ |
+--> |
+ |
+<!DOCTYPE html> |
+<html> |
+<head> |
+<meta charset="utf-8"> |
+<title>WebGL Re-Compile and Re-link Shader conformance test.</title> |
+<link rel="stylesheet" href="../../../resources/js-test-style.css"/> |
+<script src="../../../resources/js-test-pre.js"></script> |
+<script src="../../resources/webgl-test.js"> </script> |
+<script src="../../resources/webgl-test-utils.js"> </script> |
+</head> |
+<body> |
+<canvas id="example" width="4" height="4" style="width: 40px; height: 30px;"></canvas> |
+<div id="description"></div> |
+<div id="console"></div> |
+<script id="vshader" type="x-shader/x-vertex"> |
+attribute float column; |
+attribute float height; |
+uniform float position; |
+void main() { |
+ gl_Position = vec4(mod(column - position, 1.0) * 2.0 - 1.0, height, 0, 1); |
+} |
+</script> |
+ |
+<script id="fshader1" type="x-shader/x-fragment"> |
+precision mediump float; |
+void main() { |
+ gl_FragColor = vec4(1,0,0,1); |
+} |
+</script> |
+<script id="fshader2" type="x-shader/x-fragment"> |
+precision mediump float; |
+uniform float foobar; |
+void main() { |
+ gl_FragColor = vec4(1,0,foobar,1); |
+} |
+</script> |
+<script id="vshaderB" type="not-js"> |
+attribute vec2 position; |
+varying vec2 v_texCoord; |
+void main() { |
+ gl_Position = vec4(position, 0, 1); |
+ v_texCoord = vec2(position * 0.5 + 0.5); |
+} |
+</script> |
+<script id="fshaderB" type="not-js"> |
+precision mediump float; |
+varying vec2 v_texCoord; |
+uniform sampler2D tex; |
+void main() { |
+ gl_FragColor = texture2D(tex, v_texCoord); |
+} |
+</script> |
+ |
+<script> |
+description(document.title); |
+var wtu = WebGLTestUtils; |
+var gl = wtu.create3DContext("example"); |
+ |
+var vsSource = document.getElementById("vshader").text; |
+var fs1Source = document.getElementById("fshader1").text; |
+var fs2Source = document.getElementById("fshader2").text; |
+ |
+var vsSourceB = document.getElementById("vshaderB").text; |
+var fsSourceB = document.getElementById("fshaderB").text; |
+ |
+var vShader = gl.createShader(gl.VERTEX_SHADER); |
+var fShader = gl.createShader(gl.FRAGMENT_SHADER); |
+ |
+var vShaderB = gl.createShader(gl.VERTEX_SHADER); |
+var fShaderB = gl.createShader(gl.FRAGMENT_SHADER); |
+ |
+var program = gl.createProgram(); |
+var programB = gl.createProgram(); |
+ |
+gl.attachShader(program, vShader); |
+gl.attachShader(program, fShader); |
+ |
+gl.attachShader(programB, vShaderB); |
+gl.attachShader(programB, fShaderB); |
+ |
+var success; |
+var shader; |
+ |
+function checkShaderStatus(s) { |
+ shader = s; |
+ shouldBeTrue("success = gl.getShaderParameter(shader, gl.COMPILE_STATUS)"); |
+ if (!success) { |
+ debug("error: " + gl.getShaderInfoLog()); |
+ } |
+} |
+ |
+var prg; |
+function checkProgramStatus(p) { |
+ prg = p; |
+ shouldBeTrue("success = gl.getProgramParameter(prg, gl.LINK_STATUS)"); |
+ if (!success) { |
+ debug("error: " + gl.getProgramInfoLog(prg)); |
+ } |
+} |
+ |
+for (var i = 0; i < 10; ++i) { |
+ gl.shaderSource(vShader, vsSource); |
+ gl.compileShader(vShader); |
+ checkShaderStatus(vShader) |
+ gl.shaderSource(fShader, fs1Source); |
+ gl.compileShader(fShader); |
+ checkShaderStatus(fShader) |
+ |
+ gl.linkProgram(program); |
+ checkProgramStatus(program) |
+ gl.useProgram(program); |
+ |
+ gl.shaderSource(vShaderB, vsSourceB); |
+ gl.compileShader(vShaderB); |
+ checkShaderStatus(vShaderB) |
+ gl.shaderSource(fShaderB, fsSourceB); |
+ gl.compileShader(fShaderB); |
+ checkShaderStatus(fShaderB) |
+ |
+ gl.linkProgram(programB); |
+ checkProgramStatus(programB) |
+ |
+ gl.useProgram(programB); |
+} |
+ |
+for (var i = 0; i < 10; ++i) { |
+ // Now change the fragment shader |
+ gl.shaderSource(fShader, fs2Source); |
+ gl.compileShader(fShader); |
+ checkShaderStatus(fShader) |
+ |
+ // And re-link |
+ gl.linkProgram(program); |
+ checkProgramStatus(program) |
+} |
+ |
+glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors"); |
+ |
+successfullyParsed = true; |
+</script> |
+<script src="../../../resources/js-test-post.js"></script> |
+ |
+</body> |
+</html> |
+ |
+ |
Property changes on: third_party/webgl/sdk/tests/conformance/glsl/misc/re-compile-re-link.html |
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Added: svn:eol-style |
+ LF |